View Full Version : Assigning another lambert to Sprites
Aikiman 09-02-2006, 12:52 PM I dont know if any of you guys have had this problem, but everytime I hook up a new lambert material to my sprites and assign my image sequence on the new material, nothing shows in openGL or render in Hardware, only white coloured sprites. It only ever happens when I want more than one type of sprite and I have to use another lambert material. Very annoying.
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Aikiman
09-06-2006, 08:15 PM
can somebody tell me if I am doing this wrong!
I change my particle type to sprites. Go into the hypershade and delete the connection between Lambert one and the particleShape's shading group. Hook up another lambert material to the same input into the SG. Map the colour of the lambert with my sprite sequence, throw in an expression to loop the sequence and.....................nothing. My sprites are all black or white depending if I have changed the colour per object in the particleShape node, any suggestions?
ChristopherP
09-06-2006, 08:34 PM
I've never come across that specific problem, tho working with sprites and especially file sequences feels a lil weird (=never seem to work the way it did before) everytime.
Did you try, instead of making the connection manually, "properly" assigning a material to the particles via "Assign Material to Selection"? Maybe when you do it this way, Maya does some magic tricks in the background, besides connecting the colors to each other.
Just a spontaneous thought...
Edit: Just noticed another quirk in Maya8 which sounds like your problem. So are you using Maya8?
Christopher
Aikiman
09-06-2006, 09:02 PM
Maya8? wouldn't touch it with a barge pole right now, runs like a pig on my system and crashes like nothing else. Na, I'm still on Maya7, but interested to know what you have found.
It's a little bizarre...'assigning material on selection' does work! (havn't tried it on my project yet though, just on a test file). What also works is my technique of replacing that shader with another one by just dumping it into the material input of the SG. But it only works after I have used the 'assign' process.
One other observation is that by default the particle has the particle cloud mapped also to the SG, but disappears after a new shader has been assigned.
Can't wait to get home and try it out:thumbsup:
ChristopherP
09-06-2006, 09:07 PM
Would be cool if the assign-thing works on your project too! Sometimes it really is a lil weird...i gotta check it again tomorrow if Maya really does some hidden magic there...
Edit: Couldn't wait til tomorrow ;) ...using the usual "Show All Commands"-trick, there's nothing special to see, so who knows what Maya is doing. At least it seems to work alright...
Same thoughts about Maya8 here...dunno which cleaner at Autodesk is allowed to compile final builds, but he must've been really drunk that night :rolleyes:
Aikiman
09-06-2006, 09:46 PM
double post vvvvv
Aikiman
09-06-2006, 09:46 PM
Its the little bugs like this that build character so they say...
Same thoughts about Maya8 here...dunno which cleaner at Autodesk is allowed to compile final builds, but he must've been really drunk that night :rolleyes:
:)
Aikiman
09-08-2006, 12:19 AM
Christopher, it works!:thumbsup:
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